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#1121 |
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King
Join Date: Feb 2012
Location: Germany
Posts: 609
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Ok, that you for that explanation
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Modder and Member of the Religion and Revolution Team |
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#1122 |
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Civ4Col Modder
Join Date: Jan 2011
Location: Stuttgart, Germany
Posts: 3,143
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Hi guys,
I have written a summary of the features we include from TAC in our Overview. (I did not list single fixes, AI improvements, graphical improvements, text improvements or balancing changes since there were just too many.) Last edited by raystuttgart; May 16, 2012 at 07:38 AM. |
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#1123 | |
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King
Join Date: Feb 2012
Location: Germany
Posts: 609
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Quote:
Wow, there are some very nice buildings...I think we could use a lot of them. However, we have a lot of choices for new buildings now
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Modder and Member of the Religion and Revolution Team |
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#1124 | |
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King
Join Date: Feb 2012
Location: Germany
Posts: 609
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Quote:
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Modder and Member of the Religion and Revolution Team |
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#1125 | |
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Civ4Col Modder
Join Date: Jan 2011
Location: Stuttgart, Germany
Posts: 3,143
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Quote:
This evening I will upload the next big package for Economy. ![]() (Cattle, Sheep, ....) |
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#1126 |
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Civ4Col Modder
Join Date: Jan 2011
Location: Stuttgart, Germany
Posts: 3,143
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@team:
I have uploaded my work for Cattle, Sheep, Hides, Wool, Leather and Wool Cloth. There are still several open todos for this package. 1. The Slaughterhouse (Level 3 of SPECIALBUILDING_MEAT) needs to get its own graphics. It is currently using the same graphics as Butchery (Level 2 of SPECIALBUILDING_MEAT). 2. Tanner's House (Level 1 Building of SPECIALBUILDING_LEATHER) needs to get its own graphics. It is currently using the same graphics as Tannery (Level 2 Building of SPECIALBUILDING_LEATHER). 3. Large Dyery (Level 3 of SPECIALBUILDING_COLOURED_CLOTH) needs to get its own graphics. It is currently using the same graphics as Dyery (Level 2 Building of SPECIALBUILDING_COLOURED_CLOTH). 4. Butcher's House, Butchery and Slaughterhouse need to get new graphics for CityScreen. 5. A lot of texts still need to be written. Mostly the Strategy entries. (I will take care of most of them.) @Schmiddie: Could you help out with the graphics ?
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#1127 | |
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Civ4Col Modder
Join Date: Jan 2011
Location: Stuttgart, Germany
Posts: 3,143
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Quote:
Just a suggestion for this. ![]() If you could remove the left house in the graphics, that are currently implemented for Tanner's House, it would already be perfect. Then we would have a nice "growth effect" with each level. (Tanners's House, Tannery, Leather Factory.) Last edited by raystuttgart; May 17, 2012 at 01:32 PM. |
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#1128 |
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King
Join Date: Feb 2012
Location: Germany
Posts: 609
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Ok.
and..ähm, ray, on the map is something wrong with the new bonus resources (cattle, sheep). I see big red balls instead of the graphic on the map... Can you check this? ![]() EDIT: I have updated the butcher, butchery and slaughterhouse, tanner, tannery and leather factory graphics and buttons.
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Modder and Member of the Religion and Revolution Team Last edited by Schmiddie; May 17, 2012 at 08:39 PM. |
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#1129 |
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Storm God. Yarr!
Join Date: Nov 2001
Posts: 1,202
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BTW I see that Deer can't provide any Food at all anymore. Could we maybe enable Hunters to get Fur and a small amount of Food using MYP? With so many different yields now, it would be good to make it less difficult to get cities that can support multiple tiles and buildings.
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Colonization: 2071 Religion and Revolution mod team 200 New Terrains for Civ4 Modding : Arctic, Barren, Fertile, and many more |
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#1130 | ||
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Civ4Col Modder
Join Date: Jan 2011
Location: Stuttgart, Germany
Posts: 3,143
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Sure.
![]() (I will check this evening, when I am back home.) Quote:
Quote:
![]() (I did not want Farmer to get additional Food from Deer.) I just did not implement MYC/P yet. Some professions on plots will also give food. (For example Hunter and Seals Hunter.) Same for some professions in buildings. (For example the Butcher professions.) Last edited by raystuttgart; May 18, 2012 at 01:22 AM. |
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#1131 |
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Civ4Col Modder
Join Date: Jan 2011
Location: Stuttgart, Germany
Posts: 3,143
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@team:
So ok, since the package for "Cattle, Sheep, Hides, Wool, Leather and Wool Cloth" is almost done, we could discuss further Yields and Productionlines. ![]() We currently have 40 tradable Yields. 54 tradable Yields is the max we should do, because of Screens. 4 tradable Yields is the min I would like reserve for later features like Health. This leaves a max of 10 further tradable Yields we could implement for Release 1. Some things that were already implemented in the Preview: Grapes -> Wine Barley -> Beer Red Pepper -> Spices Valuable Wood -> Furniture Salt Natural Rubber Walruss Ivory So eventuall we could do this: Alternative 1: Spoiler:
Alternative 2: Spoiler:
However: I am absolutely not sure about this myself. ![]() Maybe somebody got a better idea. But remember: We should ensure balancing of the terrains. Edit: Of course, we could also not introduce any more tradable yields.
Last edited by raystuttgart; May 18, 2012 at 03:50 AM. |
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#1132 |
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King
Join Date: Feb 2012
Location: Germany
Posts: 609
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I would highly prefer Alternative 1.
However, I think It would be more realiatic to have a brewery for beer, a distillery (we could discuss to implement also Whiskey (needs wheat)) which could be used for wine or whiskey; a cabinetmaker's workshop could be used for making furniture and a saline for making salt. I know we would have four more special buildings, but...why not. ![]() I would like it and I would take care of the graphics, if needed.
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Modder and Member of the Religion and Revolution Team Last edited by Schmiddie; May 18, 2012 at 04:21 AM. |
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#1133 |
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Civ4Col Modder
Join Date: Jan 2011
Location: Stuttgart, Germany
Posts: 3,143
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So ok, what about this variant ?
![]() (Then let us go large ...) 1. Valuable Wood (available on Taiga and Jungle) --> Furniture New SPECIAL_BUILDING_FURNITURE with 3 Levels. Specialist Valuable Wood: Expert Lumberjack (same as normal Wood) Specialist Furniture: Master Cabinetmaker 2. Red Pepper (available on Hills of Prairie) --> Spices New SPECIAL_BUILDING_SPICES with 3 Levels. Specialist Red Pepper: Expert Red Pepper Planter Specialist Spices: Master Spice Trader 3. Raw Salt (availalbe on Desert) --> Salt Also uses SPECIAL_BUILDING_SPICES Specialist Raw Salt: Expert Salt Miner Specialist Salt: also Master Spice Trader 4. Grapes (available on Hills of Grassland and Savanna) --> Wine New SPECIAL_BUILDING_WINE with 3 Levels. Specialist Grapes: Expert Grape Picker Specialist Wine: Master Vintager 5. Barley (available on Flatland of Grasland and Prairie) --> Beer New SPECIAL_BUILDING_BEER with 3 Levels. Specialist Barley: Expert Farmer (same as for Food) Specialist Beer: Master Brewer 6. Market would still simply unlock domestic market for normal goods. 7. New SPECIALBUILDING_TAVERN to unlock selling of alcohol in Domestic Market. (This building might get further functionality later on.) Comments: With this, we would have used up all available space for new yields. (Reserving 4 for future features like Health or Rebuild Military.) The Terrains and Regions would be well balanced to my opinion. (When looking at the complete list of tradable yields.) We would introduce 10 more Yields and 5 new SpecialBuildings. Graphics: For Beer and Wine I already have really great buildings. I also have good graphics for Tavern. For the rest (Spices and Furniture), we would need to find or create some. The Unit graphics of the Specialists are no problem, I have great graphics for all of them. Last edited by raystuttgart; May 18, 2012 at 05:34 AM. |
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#1134 |
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King
Join Date: Feb 2012
Location: Germany
Posts: 609
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This sounds very good.
Rebuild Military - does this include yields for gunpowder or coal for example? Or should we maybe abdicate for furniture and spices to ensure that we have enough yields for rebuilding the military sector?
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Modder and Member of the Religion and Revolution Team |
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#1135 | ||
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Civ4Col Modder
Join Date: Jan 2011
Location: Stuttgart, Germany
Posts: 3,143
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Great.
![]() Quote:
![]() Or something like Swords. Quote:
![]() (I really want to keep the Terrains balanced.) I suggest, we implement it like this for Release 1. If we later on need more than 4 "spaces for (tradable) Yields" in Screens we could A) simply cramp them in the Screens (which might look a little ugly) or B) maybe remove "Raw Salt -> Salt" However, I would really like to keep a "Safety Buffer of 4 (tradable) Yields". (54 yields was the point, where I started getting problems with the Screens, meaning they started to look ugly.) For now, I think we can implement it this way, if the team agrees.
Last edited by raystuttgart; May 18, 2012 at 06:37 AM. |
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#1136 |
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King
Join Date: Feb 2012
Location: Germany
Posts: 609
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I agree.
__________________
Modder and Member of the Religion and Revolution Team |
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#1137 |
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Civ4Col Modder
Join Date: Jan 2011
Location: Stuttgart, Germany
Posts: 3,143
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I will probably start working on this on the weekend.
(If no team member disagrees until this night.) I will start with Wine and Beer. (Since I have all building graphics for that.) Maybe you could be searching / working on the buildings for Furniture and Spices until I finished that ? (I don't think I have good buildings for those Productionlines.) |
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#1138 |
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Civ4Col Modder
Join Date: Feb 2011
Location: France
Posts: 665
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Hi everyone,
I've read all the posts but I have not thought about everything in details. I've been busy working (real life !), posting a few messages on French forum and reading some codes (for Wind and Storms features)... Everything seems OK to me and even quite interesting ! I've updated our SVN network. I've fixed the damage on Storm plots and even improved it. Damage not only occurs at the end of turn but when passing through storm plots. However, this may be a little tricky. It actually seems quite good to me, but I want to be sure (my solution may be too harsh on our poor ships or maybe too soft... )Each time you cross a storm plot you get 25% damage, so you can only cross 4 storms theoretically (actually the slower your ship is the less storms you can cross. A galion can't even cross two storms in a row)... But things are a little more complicated. You need 4 Movement points to move to a storm. So when a frigate or a sloop tries to cross two storms in a row, this is what happens: - It crosses first storm plot (-25% health) - It gets stuck on second storm plot (NO DAMAGE until you end your turn. Is this OK? )- When you end your turn you get a second damage (-25% health) - When you get away from the second storm plot you get hit again (-25%) So, at the end our ship has only 25% health left. I have three questions: - Should damage occur a) when we exit a storm plot and/or stay on a storm plot (this is what I've done now) b) when we enter a plot and/or stay on a storm plot (it's easy to do too) c) only when we exit a storm plot (seems strange... we could stay forever in a storm d) only when we enter a storm plot (seems strange... we could stay forever in a storm |
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#1139 | ||
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Civ4Col Modder
Join Date: Jan 2011
Location: Stuttgart, Germany
Posts: 3,143
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Great.
![]() Quote:
Did you do a merge with the last updated to DLL I made yesterday ? (I am not sure if it was necessary.) Quote:
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#1140 |
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Civ4Col Modder
Join Date: Jan 2011
Location: Stuttgart, Germany
Posts: 3,143
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@team:
I had accidently missed to upload the graphics for resources Cattle and Sheep. (This is corrected now.) |
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